/Engine/Source/Runtime/Engine/Classes/Animation/AnimCompress_RemoveLinearKeys.h
To guide the key removal process, we need to maintain a table of world transforms for the bones we are investigating. This helper function fills a row of the table for a specified bone.
void UpdateWorldBoneTransformTable ( const [FCompressibleAnimData](API\Runtime\Engine\Animation\FCompressibleAnimData) & CompressibleAnimData, [FCompressibleAnimDataResult](API\Runtime\Engine\Animation\FCompressibleAnimDataResult) & OutCompressedData, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & RefPose, int32 BoneIndex, bool UseRaw, [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & OutputWorldBones )